From 67f85d1f90c09ae9d3cc7d9ce9fe7056e10acf6f Mon Sep 17 00:00:00 2001 From: Leshana Date: Sat, 23 Dec 2017 21:49:29 -0500 Subject: [PATCH] Minor fixes to Polaris Merge * Fixes human HUD init so we still get all HUD variables filled. - TODO - Make our own versions of synthetic HUD for other hud categories if we ever feel like it. * Re-removed gameticker sound code, this time marked it as VOREStation edit (wasn't marked before) * Removed duplicate mutable_appearance type now that it is moved to mutable_apperance.dm --- code/_helpers/icons.dm | 21 ------------------- code/game/gamemodes/gameticker.dm | 8 ++++--- code/modules/mob/living/carbon/human/human.dm | 16 ++++++-------- 3 files changed, 11 insertions(+), 34 deletions(-) diff --git a/code/_helpers/icons.dm b/code/_helpers/icons.dm index 4bacebe1fd..02a0ce1989 100644 --- a/code/_helpers/icons.dm +++ b/code/_helpers/icons.dm @@ -873,24 +873,3 @@ proc/sort_atoms_by_layer(var/list/atoms) result.Swap(i, gap + i) swapped = 1 return result - -// Mutable appearances are an inbuilt byond datastructure. Read the documentation on them by hitting F1 in DM. -// Basically use them instead of images for overlays/underlays and when changing an object's appearance if you're doing so with any regularity. -// Unless you need the overlay/underlay to have a different direction than the base object. Then you have to use an image due to a bug. - -// Mutable appearances are children of images, just so you know. - -/mutable_appearance/New() - ..() - plane = FLOAT_PLANE // No clue why this is 0 by default yet images are on FLOAT_PLANE - // And yes this does have to be in the constructor, BYOND ignores it if you set it as a normal var - -/* //Now in mutable_appearance.dm VOREStation edit? -// Helper similar to image() -/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER) - var/mutable_appearance/MA = new() - MA.icon = icon - MA.icon_state = icon_state - MA.layer = layer - return MA -*/ \ No newline at end of file diff --git a/code/game/gamemodes/gameticker.dm b/code/game/gamemodes/gameticker.dm index 4cb7e092c1..0e96c99522 100644 --- a/code/game/gamemodes/gameticker.dm +++ b/code/game/gamemodes/gameticker.dm @@ -10,7 +10,7 @@ var/global/datum/controller/gameticker/ticker var/event_time = null var/event = 0 - var/login_music // music played in pregame lobby + // var/login_music // music played in pregame lobby // VOREStation Edit - We do music differently var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking. @@ -34,15 +34,17 @@ var/global/datum/controller/gameticker/ticker var/round_end_announced = 0 // Spam Prevention. Announce round end only once. /datum/controller/gameticker/proc/pregame() + /* VOREStation Edit - We do music differently login_music = pick(\ - /*'sound/music/halloween/skeletons.ogg',\ + 'sound/music/halloween/skeletons.ogg',\ 'sound/music/halloween/halloween.ogg',\ - 'sound/music/halloween/ghosts.ogg'*/ + 'sound/music/halloween/ghosts.ogg' 'sound/music/space.ogg',\ 'sound/music/traitor.ogg',\ 'sound/music/title2.ogg',\ 'sound/music/clouds.s3m',\ 'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on? + */ send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]") diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 82d45a019e..3314ff771a 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -38,22 +38,18 @@ nutrition = rand(200,400) hud_list[HEALTH_HUD] = new /image/hud_overlay('icons/mob/hud_med.dmi', src, "100") - hud_list[STATUS_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy") - //VOREStation Add - Custom HUDs - hud_list[HEALTH_VR_HUD] = new /image/hud_overlay('icons/mob/hud_med_vr.dmi', src, "100") - hud_list[STATUS_R_HUD] = new /image/hud_overlay('icons/mob/hud_vr.dmi', src, "hudhealthy") - hud_list[BACKUP_HUD] = new /image/hud_overlay('icons/mob/hud_vr.dmi', src, "hudblank") - hud_list[VANTAG_HUD] = new /image/hud_overlay('icons/mob/hud_vr.dmi', src, "hudblank") - //VOREStation Add End - hud_list[LIFE_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy") - /* //VORESTATION Comment out. Look into later. I have 58 damn files to deal with. if(isSynthetic()) hud_list[STATUS_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudrobo") hud_list[LIFE_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudrobo") else hud_list[STATUS_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy") hud_list[LIFE_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy") - */ + //VOREStation Add - Custom HUDs + hud_list[HEALTH_VR_HUD] = new /image/hud_overlay('icons/mob/hud_med_vr.dmi', src, "100") + hud_list[STATUS_R_HUD] = new /image/hud_overlay('icons/mob/hud_vr.dmi', src, "hudhealthy") + hud_list[BACKUP_HUD] = new /image/hud_overlay('icons/mob/hud_vr.dmi', src, "hudblank") + hud_list[VANTAG_HUD] = new /image/hud_overlay('icons/mob/hud_vr.dmi', src, "hudblank") + //VOREStation Add End hud_list[ID_HUD] = new /image/hud_overlay(using_map.id_hud_icons, src, "hudunknown") hud_list[WANTED_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudblank") hud_list[IMPLOYAL_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudblank")